Reminds me of Coffee Stain Studio’s trailer for the release of Goat MMO Simulator:
Reminds me of Coffee Stain Studio’s trailer for the release of Goat MMO Simulator:
Looks like a “super automatic” espresso machine.
It grinds the whole beans and typically they also have a doser (measures the weight or quantity of the ground up coffee beans), then it tamps the grounds, brews the coffee (which is some at a specific temperature and pressure), then ejects the used up coffee puck in a bin in the bottom of the machine.
The mechanism for the automatic tamping, brewing (with pressure valve) and ejection is one very complicated piece as well as the controls for the motor that operates it. Then there’s the temperature and pressure controls for both the brewing of the coffee and the milk frother the machine likely has.
Edit: Video with partial teardown and which shows how the internals operate
True on the digit by digit code decryption. That I can forgive in the name of building tension and “counting down” in a visible way for the movie viewer. “When will it have the launch code?!” “In either 7 nano seconds or 12 years…”
If they had been more accurate, it would have looked like the Bender xmas execution scene from Futurama:
https://www.youtube.com/v/aRdRZ6TKo4s?t=25s
I did like the fact that they showed war-dialing and doing research to find a way into the system. It’s also interesting that they showed some secure practices, like the fact there was no banner identifying the system or OS, giving less info to a would be hacker. Granted, now a days it would have the official DoD banner identifying it as a DoD system.
I remember with Windows 95, LAN Manager passwords were hashed in two 7 digit sections which made extracting user password from the password hash file trivial:
https://techgenix.com/how-cracked-windows-password-part1/
Looks like it was worse than I remember. The passwords were first converted to all upper case first!
For the Quest 2, the ideal setup is a dedicated (but inexpensive) router for wireless communicating with the headset. Last I looked a few specific models of semi-generic $50 routers were tested by the community.
Then you can either run your PC lan connection through that router or if you have a second Ethernet connection, use one just for that router.
Frametimes is the specific measure.
<11.1ms for 90Hz or <8.33ms for 120Hz
If the game, experience, or whatever breaches that minimum frame time frequently, then you can experience nausea just from moving your head around.
It does require some sacrifices like turning shadows down a notch or two in some game engines and choosing additional visual effects carefully. Some visual effects require additional computation passes and can add the the frame time.
A low latency CPU (like the AMD 3D cache CPUs) or a normal mid to high end CPU with fast memory with good timings helps quite a bit.
The GPU should be capable of pushing the pixels and shading for the target resolution. Even with a 6900xt I’ve been able to comfortably push over 4500x3000 per eye rendering (enough to get a nice anti-aliasimg effect on my Pimax 8kX at the “normal” 150 degree H.FoV) in most games.
Surprisingly, fidelity FX can help as well (the non-temporal version).
adding a virtual nose decreased motion sickness significantly
Behold, the VR headset of the future!
Would be nice if the author had done a bit of research on the specific things that had been done in VR since he tried his DK2 to prevent nausea:
An Oculus DK2, a PC that couldn’t quite run a rollercoaster demo at a high-enough framerate, and a slightly-too-hot office full of people watching me as I put on the headset. Before I’d completed the second loop-de-loop, it was clear that VR and I were not going to be good friends.
The study the author quotes dates to August 2019!
For one, non-persistent displays have become the norm. These only show (strobe) the image for a fraction of the frame time and go black in between. Valve discovered that the full 1/90th of a second an image is displayed is enough to induce nausea if the head is moving during that time. So the Vive (and the Oculus Rift) had non-persistent displays.
The stobing effect is so fast you don’t notice it.
Elimination of artificial movement is another. The reason Valve focused on games with teleport movement and made a big deal of “room scale” early on was to eliminate the nausea triggers you encounter in other types of experiences.
Valve had an early version of Half Life 2 VR during the days of the DK2, but they removed it as the artificial motion made people sick (myself included).
For many, sims work as long as there is a frame in their field of vision to let their brains lock into that non-moving frame of reference (ex car A-pillars, roof line, dash board, outline of view screen on a ship interior, etc). Note the frame still moves when you move your head, so it’s not a static element in your field of view.
Also it helps if your PC can render frames under the critical 11.1ms frame time (for 90Hz displays). Coincidentally, 90Hz is the minimum Valve determined is needed to experience “presence”. Many folks don’t want to turn down graphic options to get to this. It’s doable in most games even if it won’t be as detailed as it would on a flat screen. Shadows is a big offender here.
Resolution isn’t as big of a factor in frametimes as detailed shadows and other effects. I have run games at well over 4k x 2.5k resolution per eye and been able to keep 11.1ms frame times.
Lastly, it has been noted that any movement or vibration to the inner ear can for many stave off nausea. This includes jogging in place while having the game world move forward. For many years we’ve had a free solution that integrates into Steam VR:
https://github.com/pottedmeat7/OpenVR-WalkInPlace
Jog in place to make your character move forward in the direction you’re facing. Walk normally to experience 1-to-1 roomscale.
I’ve use the above to play Skyrim VR without any nausea. Good workout too!
For car, flight, spaceflight simulators, a tactile transducer on your chair (looks like a speaker magnet without the cone - or basically a subwoofer without the cone) can transfer the games sound vibrations directly to you and therefore your inner ear and prevent nausea.
I’ve literally played over 1,000 hours of Elite:Dangerous this way as well as Battlezone VR and Vector 36. All games that involve tons of fast artificial movement.
The main issue is too many people tried out VR cardboard or old DK2 demos with low and laggy framerate, persistent displays, and poorly designed VR experiences and simply write off all VR as bad and nausea inducing.
Edit: added links and trailers to the games mentioned so folks can see the motion involved. The “study” wasn’t a proper study. It was a quote from a scientist. No data was given about what headsets or which experiences caused nausea.
The awesome Internet Historian video on No Man’s Sky for those that haven’t seen it:
Better writing and sfx than Mortal Kombat: Annihilation
“Get in there, you furry oafs. I don’t care what you smell.”
Battle Zone
Regarding that one, make sure you have an extra pair of clean pants handy:
It’s a pity that Crispin Glover’s suite was settled and a precedent wasn’t set
An instant ramen factory would at least take care of the sodium!
That said, looks like the current sea water desalination worldwide is pretty huge:
https://www.wired.com/story/desalination-is-booming-but-what-about-all-that-toxic-brine/
16,000 operating desal facilities worldwide have been producing. Until now. Researchers report today that global desal brine production is 50 percent higher than previous estimates, totaling 141.5 million cubic meters a day, compared to 95 million cubic meters of actual freshwater output from the facilities.
236.5 million cubic meters of sea water processed a day, 264 gallons in a cubic meter = 62.44 Billion gallons of water per day.
If the Lithium content is the same as it is in the US example, then that is a potential 20,000 tons of Lithium a year (again assuming the same Li concentration and 100% extraction.
Sadly still short of the current global demand for lithium:
https://www.pbs.org/newshour/economy/u-s-seeks-new-lithium-sources-as-demand-for-clean-energy-grows
Worldwide demand for lithium was about 350,000 tons (317,517 metric tons) in 2020, but industry estimates project demand will be up to six times greater by 2030.
Looks like there’s three ways to mine Lithium:
Maine has been burned in the past by previous mining operations closing up and leaving the state to clean up the remaining mess (also in the OP article). Definitely a tough situation all around.
Regarding how much Lithium can be recovered from desalination waste:
The US currently has one operating desalination plant, Carlsbad, that processes 50 million gallons of seawater per day. If it recovered 100% of the lithium in that water, it would produce… about 16 tonnes of lithium per year.
VS the amount needed/used per year:
https://www.statista.com/statistics/606481/estimated-lithium-consumption-in-the-united-states/
In 2022 the United States consumed an estimated 3000 metric tons of lithium.
https://www.neefusa.org/story/water/home-water-use-united-states
Each day in the United States, about 27.4 billion gallons of water are withdrawn and delivered from surface water and groundwater sources for residential use
So if we supplemented 10% of our needs from Desalinated water (2.74 Billion gallons a day) and recovered the same max amount of Lithium as the example a day (50 million gallons a day for 16T of Lithium a year) then we get:
(2.74B/50M)16T= 54.816T= 877T of Lithium a year
Best I can do is ultra bright, white cows.
YoSmart/YoLink also has a smart dimmer for $30. Those use a 900Mhz frequency to communicate and the hubs are usually $25 or they add about $10 ina a bundle.
The normal Hubs have Ethernet. The “voice” hubs are wifi only (to connect to your network, still 900MHz to talk to their devices).
I initially started using them because they were cheaper than Z-Wave (at the time) and the smaller sensors (leak, door/window, temp, etc) use normal AAA batteries.
Thanks, added the official link
It’s free on Steam and available in most Linux software repositories and from the website below:
https://store.steampowered.com/app/1241950/Warzone_2100/
It was open sourced (2004 and 2008) and released for Mac and Linux in 2012
Edit: Looks like the version on steam isn’t the official or most up to date version.
The best ad I saw for Reddit (back before the grand Digg migration) was one day, everyone agreed to stop posting direct links to articles and instead post the links to the Reddit discussions for said articles.
Suddenly, one day, the entire Digg feed was links to Reddit.
We should do the same thing (on say 8/1) to give time for the different federated instances to get accustomed to the higher traffic, more activity on the feed, and more people to welcome the future Reddit refuges, just like Redditors once welcomed us during the Digg 4.0 exodus.
Do a search for you server OS + STIG
Then, for each service you’re hosting on that server, do a search for:
Service/Program name + STIG/Benchmark
There’s tons of work already done by the vendors in conjunction with the DoD (and CIS) to create lists of potential vulnerable settings that can be corrected before deploying the server.
Along with this, you can usually find scripts and/or Ansible playbooks that will do most of the hardening for you. Though it’s a good Idea to understand what you do and do not need done.